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A jam submission

Persona TransferView game page

The wrong person, in the right place at the right time.
Submitted by julio_iossa — 18 minutes, 53 seconds before the deadline
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Persona Transfer's itch.io page

Results

CriteriaRankScore*Raw Score
Story#83.0003.000
Visuals#83.3333.333
Audio#83.0003.000
Funness#92.6672.667
Characters#92.6672.667
Overall#92.8332.833
Puzzle Design#112.3332.333

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Judge feedback

Judge feedback is anonymous and shown in a random order.

  • Very interesting idea, feels like you could do more with this.
  • I think there's lots of room for improvement here. The story is fine, but it needs to be told in a different way. At the moment we're being thrown straight into some universe and story with characters being the only emotional ones there, but there's nothing that evokes emotions for the person playing the game. I didn't feel like there's a reason we should even particularly care about the characters or the world they exist in, because we never got a real, somewhat-slow introduction to who that person is. There's a lack of emotional connection with the characters and the world. The puzzles were rather confusing in a bad way, like the fridge had so many different things on it and all we needed to solve it was the calendar. The "hacker" password was hilarious though! I also didn't like the random switch between 2D/3D, felt very out of place. The characters' problems were rather not very well worked on, like the guy threatening to keep our body, but then we keep his body so that shouldn't be great for him either. I think there's lots of room for improvement here!
  • It has a nice atmosphere to it. I thought the style switching was interesting, and a nice touch. A nice game even if a bit light on gameplay content.

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Comments

I played this through to the end. Are there more than one ending? 

What I liked: The story was interesting, and it felt like an introduction to a larger story. The tech involved could open up many storytelling opportunites. I also liked the art piece by piece, and the music was cool and laidback and a good fit for the story.

What I didn't like: The art styles doesn't match each other, somewhat breaking the immersion. This has to do with taste, and ok, I see the point of including both 2d and 3d. The main gripe for me was the controls. When walking, items and people are not highlighted, making me walking straight past people without stopping to talk to them. Also, breaking free from the handcuffs was a pixel hunt, with me clicking all over the screen when I couldn't see where the screwdriver had ended up. That scene is probably dark to set a mood, but for me, it just turned the game harder in the wrong way - not because of the puzzle, but because of not easily being able to do what I wanted to.


Conclusion: Fun game, delivers on story, more than puzzles. Could be expanded to a long story or sequels, which I would be happy to play. Keep creating!

Submitted

Very cool concept switching between 2D and 3D and cool story! Cool futuristic anime characters. Cool hand drawings. Kudos to you, and kudos to Brando, Erika and Olga for the artworks. (It is daytime in the 2D scenes, while it is nighttime in 3D, perhaps try to have matching point of time in all artworks?

I struggled with controls, but I discovered that I had to use A and D. I was going outside, but I heard there was a repeating sound, the game suddenly lagged, so I was not able to exit the room, neither exit the game, so there was my end in the game. Is it a known bug? Maybe describe how to control and exit the game in the game page?

Developer(+1)

Hi! Thanks so much for the kind words and for taking the time to play our game!
The difference between 2D and 3D comes from our original design—we wanted the player to follow the mysterious character into the city’s underbelly, where his hideout is. That’s why the 3D scene feels darker. Unfortunately, we didn’t have time to fully implement it, just like many other ideas we had in mind…

As for the room—if you mean the blue one with the fuchsia door—in an earlier build we accidentally exported the project without loading the following scenes 😅. But in the latest build everything should work: the trigger for the next scene is just inside the door, so you have to push a little further in, opening it alone isn’t enough. We probably should have made that clearer too!